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I meant best option to me are :
- rewind to start of current turn
- rewind to start of current round
Thanks
To me, the most useful rewind stage would be be the start of the current turn. This is where most of the key decisions (strategy for the whole turn) are made before being engaged in a torrent of micro steps.
Starting from the beginning of the previous turn, not for me bc it sound like serious cheat lol, but why not for users that like to try out some different strategies...
Going back to the very start would be a weird choice. In this case, starting a new game seems more appropriate.
-Start of current turn (a reset like discussed bellow)
-Start of previous turn (so I can debug easier mostly).
-and the very Start with the setup menu (achieved easy enough with a re-load).
I can record everything every turn, but the data being stored will get excessive. Would it be any use being able to step back through your entire game? Maybe pass it to someone else and see how they fair? But the deed deck gets randomised each round and the dice are random too, so I can't really see that working.
I sort of had this "game replay" idea going through my mind....but that might be too ambitious :-)
To me rewinding always seemed a last resort.
I plan by just playing cards, taking them back to hand, etc.
I find that much easier than using the usually rather janky and stuttery rewind.
Especially to the issue with amount of states you mention. It's easy easier for me to just grab my cards back to hand and rethink.
I guess I just find myself in situations where I would need it extremely rarely. Doubly so in MK where you usually pre-plan things like combat and only commit once you decide on the best course of action.
Rewinding is safe to do on my Mod due to the fact I planned on people saving their game half way through and continuing latter. Rewind is just loading an old save essentially. Other people write scripts for one session so don't save any of their data, making rewind a bit deadly.
Confirm that the block of buttons on the upper left is now draggable! Sadly, though, all the UI components jump back to their original place on each rewind. So I have to move them, hit rewind, wait for the load to see if that was far enough, move them again to rewind again, and so on. Technically workable, but kinda rough when trying to find the right rewind to the start of a combat or the like.
"the script breaks" can you give me more details? Was there an error message with a line number?
As an aside, I get a lot of AudioClip errors with "cannot connect to destination host". Is that expected?
Finally, I want to say again how great a job you've done here. What keeps impressing me is the design principle you chose and consistently stuck to. It's inspired: not just that you didn't try automating everything, which is likely intractable; but that you chose to automate strictly cleanup and maintenance, never text on deed cards (except to flag when it interferes with cleanup, like Steady Tempo). Even when you might have automated some, or some common mechanic in them like reputation effects, you apparently resisted the temptation. And the result is fantastic because it's more reliable and, most important, instantly predictable. Really excellent work.
And I (and probably many more) would argue that Mage Knight is best played as a solo game. At best coop. The pvp rules are a mess and the game gets very long with more than 2 players (espcially if they aren't very experienced with it yet).
Iirc the language is based on your TTS language (if it's available).
https://boardgamegeek.com/thread/3206810/character-unique-cards
Did I do something to break a city script? Playing First Conquest, I went through the following steps:
Moved my hero onto the city model on the map, which initiated the siege. The monster chits were automatically moved to the player mat as usual, and the summary of reward fame and reputation loss was recorded as normal.
Played cards, etc. and defeated all of the defenders. I left all the defenders in the player area as usual. End turn. Cleanup routine removed all monsters (3) but only added two shields to the city card, retreated my hero onto the city card as well. It did not automatically give me extra card draw (should have been +2 per the rulebook). Scenario does not appear to be complete either?
Great game btw
When launching a new game, it seems to enable most variant options (weather, quests, random tile orientation, quest,etc). it also only offers 3 spells / advanced action even with 2 players + 1 dummy.
Arythea also seems to randomly disappear from MK choice during setup.
Hmm, I just started the scenario to check and went through two turns for me and volkare without issues.
Are you doing anything unusual in the setup?